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Topic: Arilou Chain Teleportation - good or bad? (Read 6163 times)
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Shiver
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Over the past couple of months I've gotten pretty good enough at messing with UQM's ship code. Sooner or later I intend to release a game balance mod intended for online melee based on this tinkering. Most recently I made two changes to the Arilou Skiff's teleport function:
• The Skiff will no longer appear close to an enemy ship. There is a circular "do not spawn here" zone around it. • The Skiff will no longer appear on top of planets, asteroids or enemy ships.
Essentially, I've created an experimental Arilou Skiff variant that can teleport for defensive purposes only. A teleportation function that can't kill you anymore, but you can no longer spam it repeatedly to achieve an ideal attack position. This removes a gameplay mechanic which many net melee enthusiasts find obnoxious. On the other hand, chain teleportation does make combat with Arilou rather unique. The question I want to ask of the community is this: Which teleportation scheme would you like better, the classic or the experimental?
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jaychant
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Please visit my homepage
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I think the new one sounds better. I don't usually find chain teleportation effective anyways, and when using it for defense, appearing right next to the opponent doesn't help at all.
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Alvarin
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I like the new scheme . I would also increase the amount of energy needed for teleporting .
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Shiver
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How large is the zone around the enemy ship?
The radius is 300 max zoom pixels, or double the length of a Chmmr laser.
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Shiver
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I think it's annoying when players continually warp in order to find the best attack position, but if this option is taken away the Arilou is hardly worth its 16 points anymore, which it wasn't really worth to begin with. I usually use Arilou to catch slow-turners by surprise by warping closely behind them. Without this it just becomes a glorified Fury with no respawn. If the close warp radius is taken away, I think the point value should be lowered or the crew number increased. Yes indeed. The experimental Arilou is less powerful than the classic. My plan is to use either a 10-12 point experimental or a 14 point classic. The 6 crew I won't touch, as I feel the fragility of the ship is part of what makes it unique.
In any case, I've started up a change log of the mod on Ultronomicon for anyone who's interested. Witness the new, horribly violated UQM.
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« Last Edit: January 24, 2009, 08:32:54 pm by Shiver »
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Alvarin
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This mode will be present in all of the game's parts , right ? Not only in netmellee ? I like it a lot !
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Shiver
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This mode will be present in all of the game's parts , right ? Not only in netmellee ? I like it a lot ! You can play the campaign with it if you want, though I don't know why you would. Only difference I can really see is that you'll fight Super Dreadnoughts instead of regular ones, but they'll still be kind of easy to beat with Spathi.
A few things about the balance mod: -I noticed a lot of ships point values are raised or lowered by one point. Is there a reason for only one point? -Spathi Eluder lowered by 6 points? I've always used the Eluder as a powerful capstone to my fleet. I thought the 18 point value seemed fair. Yes, I wanted even point values. I could divide them all by 2 now, though I'd rather the prices be easy to compare to vanilla UQM prices.
Spathi is terrible in PVP from my experience, though I may have reason to bump it up to 14 if I see enough passable performance from it.
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« Last Edit: January 25, 2009, 12:16:47 am by Shiver »
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Death 999
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We did. You did. Yes we can. No.
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I would suggest an alternate solution, which comes in two parts:
1) If you are closer to the enemy ship than you are to the planet, teleporting should be safe, perhaps totally safe. As the planet gets closer, the risk should increase; as the enemy ship gets closer, it should decrease.
2) if you do teleport into a major body: if you have enough energy to teleport again, the ship takes 1 damage, and autoteleports again otherwise, it is destroyed.
SO:
you can charge in and be assured of getting away safely But if you chain, you're going to get into trouble quickly. But it won't be so roulette-y. You will lose a crew here and there, not the whole ship at once.
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Shiver
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It's worth stating that I do not view Toys For Bob's Arilou Skiff as fundamentally broken. Chain teleportation does lead to long fights, but these are usually not longer than the typical Mmrnmhrm Transformer long range missile siege against a slower adversary. Whether I change the Skiff or not hinges upon how well the experimental ship fits into the game.
I would suggest an alternate solution, which comes in two parts:
1) If you are closer to the enemy ship than you are to the planet, teleporting should be safe, perhaps totally safe. As the planet gets closer, the risk should increase; as the enemy ship gets closer, it should decrease.
2) if you do teleport into a major body: if you have enough energy to teleport again, the ship takes 1 damage, and autoteleports again otherwise, it is destroyed.
SO:
you can charge in and be assured of getting away safely But if you chain, you're going to get into trouble quickly. But it won't be so roulette-y. You will lose a crew here and there, not the whole ship at once.
While irritating to program, I can probably pull that off. But why? I don't see how this is any better than the alternate teleporter which I've already put together.
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Death 999
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We did. You did. Yes we can. No.
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It allows teleporting to still bear some risk and opportunity; but it makes the risk more evenly distributed (at present rates, many arilou players will never realize that they can explode), and discourages the most abusive behaviors.
With yours, there is a strong limit on how good a sweet teleport can be.
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« Last Edit: January 28, 2009, 04:13:50 pm by Death 999 »
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